diff options
Diffstat (limited to 'src/jogl/classes/com/jogamp/math')
-rw-r--r-- | src/jogl/classes/com/jogamp/math/VectorUtil.java | 110 |
1 files changed, 83 insertions, 27 deletions
diff --git a/src/jogl/classes/com/jogamp/math/VectorUtil.java b/src/jogl/classes/com/jogamp/math/VectorUtil.java index 05cb90d33..6af93ae6b 100644 --- a/src/jogl/classes/com/jogamp/math/VectorUtil.java +++ b/src/jogl/classes/com/jogamp/math/VectorUtil.java @@ -709,7 +709,7 @@ public final class VectorUtil { * @param c vertex 1 of second segment * @param d vertex 2 of second segment * @return true if the segments intersect, otherwise returns false - * @deprecated use {@link #testSeg2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable)} + * @deprecated use {@link #testSeg2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, float, boolean)} */ @Deprecated public static boolean testSeg2SegIntersection0(final Vert2fImmutable a, final Vert2fImmutable b, @@ -741,7 +741,7 @@ public final class VectorUtil { * @param d vertex 1 of first segment * @param e vertex 2 of first segment * @return true if the segment intersects at least one segment of the triangle, false otherwise - * @deprecated use {@link #testTri2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable)} + * @deprecated use {@link #testTri2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, float, boolean)} */ @Deprecated public static boolean testTri2SegIntersection0(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, @@ -752,21 +752,33 @@ public final class VectorUtil { } /** + * Line segment intersection test and returning the intersecting point. + * <p> * See [p + t r = q + u s](https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect/565282#565282) * and [its terse C# implementation](https://www.codeproject.com/tips/862988/find-the-intersection-point-of-two-line-segments) + * </p> + * <p> + * Implementation uses float precision. + * </p> + * @param p vertex 1 of first segment + * @param p2 vertex 2 of first segment + * @param q vertex 1 of second segment + * @param q2 vertex 2 of second segment + * @param epsilon optional epsilon. If {@code 0} just compare against {@code 0}, otherwise compare against this {@code epsilon}. See {@link FloatUtil#EPSILON} + * @param doCollinear consider collinear case, i.e. overlapping segments as an intersection returning {@code true} + * @return true if line segments are intersecting, otherwise false */ - public static boolean seg2SegIntersection(final Vec3f result, final Vec2f p, final Vec2f p2, final Vec2f q, final Vec2f q2, final boolean doCollinear) + public static boolean seg2SegIntersection(final Vec3f result, final Vec2f p, final Vec2f p2, final Vec2f q, final Vec2f q2, final float epsilon, final boolean doCollinear) { - final float eps = FloatUtil.EPSILON; final Vec2f r = p2.minus(p); final Vec2f s = q2.minus(q); final float rxs = r.cross(s); - if ( FloatUtil.isZero(rxs) ) { + if ( FloatUtil.isZero(rxs, epsilon) ) { if( doCollinear ) { final Vec2f q_p = q.minus(p); final float qpxr = q_p.cross(r); - if ( FloatUtil.isZero(qpxr) ) // disabled collinear case + if ( FloatUtil.isZero(qpxr, epsilon) ) // disabled collinear case { // 1) r x s = 0 and (q - p) x r = 0, the two lines are collinear. final Vec2f p_q = p.minus(q); @@ -774,8 +786,8 @@ public final class VectorUtil { final float pq_dot_s = p_q.dot(s); // if ( ( 0 <= qp_dot_r && qp_dot_r <= r.dot(r) ) || // ( 0 <= pq_dot_s && pq_dot_s <= s.dot(s) ) ) - if ( ( eps <= qp_dot_r && qp_dot_r - r.dot(r) <= eps ) || - ( eps <= pq_dot_s && pq_dot_s - s.dot(s) <= eps ) ) + if ( ( epsilon <= qp_dot_r && qp_dot_r - r.dot(r) <= epsilon ) || + ( epsilon <= pq_dot_s && pq_dot_s - s.dot(s) <= epsilon ) ) { // 1.1) 0 <= (q - p) · r <= r · r or 0 <= (p - q) · s <= s · s, the two lines are overlapping // FIXME: result set to q2 endpoint, OK? @@ -807,7 +819,7 @@ public final class VectorUtil { final float u = qpxr / rxs; // if ( (0 <= t && t <= 1) && (0 <= u && u <= 1) ) - if ( (eps <= t && t - 1 <= eps) && (eps <= u && u - 1 <= eps) ) + if ( (epsilon <= t && t - 1 <= epsilon) && (epsilon <= u && u - 1 <= epsilon) ) { // 3) r × s ≠ 0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t * r = q + u * s. result.set( p.plus( r.mul( t ) ), 0 ); // == q + (u * s) @@ -826,19 +838,25 @@ public final class VectorUtil { * <p> * Implementation uses float precision. * </p> + * @param p vertex 1 of first segment + * @param p2 vertex 2 of first segment + * @param q vertex 1 of second segment + * @param q2 vertex 2 of second segment + * @param epsilon optional epsilon. If {@code 0} just compare against {@code 0}, otherwise compare against this {@code epsilon}. See {@link FloatUtil#EPSILON} + * @param doCollinear consider collinear case, i.e. overlapping segments as an intersection returning {@code true} + * @return true if line segments are intersecting, otherwise false */ - public static boolean testSeg2SegIntersection(final Vec2f p, final Vec2f p2, final Vec2f q, final Vec2f q2, final boolean doCollinear) + public static boolean testSeg2SegIntersection(final Vec2f p, final Vec2f p2, final Vec2f q, final Vec2f q2, final float epsilon, final boolean doCollinear) { - final float eps = FloatUtil.EPSILON; final Vec2f r = p2.minus(p); final Vec2f s = q2.minus(q); final float rxs = r.cross(s); - if ( FloatUtil.isZero(rxs) ) { + if ( FloatUtil.isZero(rxs, epsilon) ) { if( doCollinear ) { final Vec2f q_p = q.minus(p); final float qpxr = q_p.cross(r); - if ( FloatUtil.isZero(qpxr) ) // disabled collinear case + if ( FloatUtil.isZero(qpxr, epsilon) ) // disabled collinear case { // 1) r x s = 0 and (q - p) x r = 0, the two lines are collinear. final Vec2f p_q = p.minus(q); @@ -846,8 +864,8 @@ public final class VectorUtil { final float pq_dot_s = p_q.dot(s); // if ( ( 0 <= qp_dot_r && qp_dot_r <= r.dot(r) ) || // ( 0 <= pq_dot_s && pq_dot_s <= s.dot(s) ) ) - if ( ( eps <= qp_dot_r && qp_dot_r - r.dot(r) <= eps ) || - ( eps <= pq_dot_s && pq_dot_s - s.dot(s) <= eps ) ) + if ( ( epsilon <= qp_dot_r && qp_dot_r - r.dot(r) <= epsilon ) || + ( epsilon <= pq_dot_s && pq_dot_s - s.dot(s) <= epsilon ) ) { // 1.1) 0 <= (q - p) · r <= r · r or 0 <= (p - q) · s <= s · s, the two lines are overlapping return true; @@ -877,7 +895,7 @@ public final class VectorUtil { final float u = qpxr / rxs; // if ( (0 <= t && t <= 1) && (0 <= u && u <= 1) ) - if ( (eps <= t && t - 1 <= eps) && (eps <= u && u - 1 <= eps) ) + if ( (epsilon <= t && t - 1 <= epsilon) && (epsilon <= u && u - 1 <= epsilon) ) { // 3) r × s ≠ 0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t * r = q + u * s. return true; @@ -894,20 +912,56 @@ public final class VectorUtil { * <p> * Implementation uses float precision. * </p> + * @param p vertex 1 of first segment + * @param p2 vertex 2 of first segment + * @param q vertex 1 of second segment + * @param q2 vertex 2 of second segment + * @param epsilon optional epsilon. If {@code 0} just compare against {@code 0}, otherwise compare against this {@code epsilon}. See {@link FloatUtil#EPSILON} + * @param doCollinear consider collinear case, i.e. overlapping segments as an intersection returning {@code true} + * @return true if line segments are intersecting, otherwise false */ - public static boolean testSeg2SegIntersection(final Vert2fImmutable p, final Vert2fImmutable p2, final Vert2fImmutable q, final Vert2fImmutable q2) + public static boolean testSeg2SegIntersection(final Vert2fImmutable p, final Vert2fImmutable p2, final Vert2fImmutable q, final Vert2fImmutable q2, + final float epsilon, final boolean doCollinear) { // Operations: 11+, 8*, 2 branches - final float eps = FloatUtil.EPSILON; final float rx = p2.x() - p.x(); // p2.minus(p) final float ry = p2.y() - p.y(); final float sx = q2.x() - q.x(); // q2.minus(q) final float sy = q2.y() - q.y(); final float rxs = rx * sy - ry * sx; // r.cross(s) - if ( FloatUtil.isZero(rxs) ) { - // Not considering collinear case as an intersection - return false; + if ( FloatUtil.isZero(rxs, epsilon) ) { + if( doCollinear ) { + final float q_px = q.x() - p.x(); // q.minus(p) + final float q_py = q.y() - p.y(); + final float qpxr = q_px * ry - q_py * rx; // q_p.cross(r) + if ( FloatUtil.isZero(qpxr, epsilon) ) // disabled collinear case + { + // 1) r x s = 0 and (q - p) x r = 0, the two lines are collinear. + final float p_qx = p.x() - q.x(); // p.minus(q) + final float p_qy = p.y() - q.y(); + final float qp_dot_r = q_px * rx + q_py * ry; // q_p.dot(r); + final float pq_dot_s = p_qx * sx + p_qy * sy; // p_q.dot(s); + final float r_dot_r = rx * rx + ry * ry; // r.dot(r); + final float s_dot_s = sx * sx + sy * sy; // r.dot(r); + // if ( ( 0 <= qp_dot_r && qp_dot_r <= r.dot(r) ) || + // ( 0 <= pq_dot_s && pq_dot_s <= s.dot(s) ) ) + if ( ( epsilon <= qp_dot_r && qp_dot_r - r_dot_r <= epsilon ) || + ( epsilon <= pq_dot_s && pq_dot_s - s_dot_s <= epsilon ) ) + { + // 1.1) 0 <= (q - p) · r <= r · r or 0 <= (p - q) · s <= s · s, the two lines are overlapping + return true; + } + // 1.2 the two lines are collinear but disjoint. + return false; + } else { + // 2) r × s = 0 and (q − p) × r ≠ 0, the two lines are parallel and non-intersecting. + return false; + } + } else { + // Not considering collinear case as an intersection + return false; + } } else { // r x s != 0 final float q_px = q.x() - p.x(); // q.minus(p) @@ -924,7 +978,7 @@ public final class VectorUtil { final float u = qpxr / rxs; // if ( (0 <= t && t <= 1) && (0 <= u && u <= 1) ) - if ( (eps <= t && t - 1 <= eps) && (eps <= u && u - 1 <= eps) ) + if ( (epsilon <= t && t - 1 <= epsilon) && (epsilon <= u && u - 1 <= epsilon) ) { // 3) r × s ≠ 0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t * r = q + u * s. return true; @@ -942,14 +996,16 @@ public final class VectorUtil { * @param c vertex 3 of the triangle * @param d vertex 1 of first segment * @param e vertex 2 of first segment + * @param epsilon optional epsilon. If {@code 0} just compare against {@code 0}, otherwise compare against this {@code epsilon}. See {@link FloatUtil#EPSILON} + * @param doCollinear consider collinear case, i.e. overlapping segments as an intersection returning {@code true} * @return true if the segment intersects at least one segment of the triangle, false otherwise - * @see #testSeg2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable) + * @see #testSeg2SegIntersection(Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, Vert2fImmutable, float, boolean) */ public static boolean testTri2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, - final Vert2fImmutable d, final Vert2fImmutable e){ - return testSeg2SegIntersection(a, b, d, e) || - testSeg2SegIntersection(b, c, d, e) || - testSeg2SegIntersection(a, c, d, e) ; + final Vert2fImmutable d, final Vert2fImmutable e, final float epsilon, final boolean doCollinear) { + return testSeg2SegIntersection(a, b, d, e, epsilon, doCollinear) || + testSeg2SegIntersection(b, c, d, e, epsilon, doCollinear) || + testSeg2SegIntersection(a, c, d, e, epsilon, doCollinear) ; } /** |